Christoph Oelckers
3bb46a4d8d
Merge branch 'master' into menu_for_real
2019-11-27 18:04:44 +01:00
hendricks266
ece20928a0
Fix buffer overflow in getclosestcol_lim
...
Patch from Nuke.YKT.
git-svn-id: https://svn.eduke32.com/eduke32@8315 1a8010ca-5511-0410-912e-c29ae57300e0
2019-11-27 18:01:58 +01:00
Christoph Oelckers
723b210c95
- major work on savegame code
...
Not tested yet!
* Added a JSON-based header to the savegames so that the unified menu can read from a common data source.
* moved loading and saving of frontend independent data to the wrapper so that support is automatic.
2019-11-27 00:41:26 +01:00
Christoph Oelckers
3b7aa74c27
- connecting the dots in the menu. Duke Nukem can now start a level.
2019-11-26 23:20:54 +01:00
Christoph Oelckers
0f4d80b5d3
Merge branch 'master' into menu_for_real
2019-11-26 19:19:21 +01:00
hendricks266
348ccdfd5b
Templatize the branchless negation method used for GV_FLAG_NEGATIVE
...
git-svn-id: https://svn.eduke32.com/eduke32@8312 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/compat.h
2019-11-26 18:09:00 +01:00
hendricks266
31f8cb4def
SW: Fix an assertion failure in palette changing code
...
git-svn-id: https://svn.eduke32.com/eduke32@8300 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/palette.cpp
2019-11-26 17:59:01 +01:00
hendricks266
46d4855901
Fix the ifcrc token: 0 is a valid CRC32 result!
...
git-svn-id: https://svn.eduke32.com/eduke32@8296 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/defs.cpp
2019-11-26 17:51:33 +01:00
Christoph Oelckers
a74a670c99
-- more work on the menu - episode and skill menus are working in DN3D.
2019-11-25 23:21:51 +01:00
Christoph Oelckers
42b3d12630
- Ion Fury's main menu now looks correct.
2019-11-24 22:31:27 +01:00
Christoph Oelckers
a96f1b25f7
- fixed recursion issue with menu and CON scripting.
...
Curse all those busy loops in the engine.
2019-11-24 17:52:54 +01:00
nukeykt
524d0dd496
Fix buffer overflow in getclosestcol_lim
2019-11-23 23:37:32 +01:00
Christoph Oelckers
52cfb7fb92
- completely disconnected the old menu from the rest of the game to allow rebuilding the new one.
...
Sadly this uncovered a few more places where script events are allowed too broad access to the game state.
2019-11-23 23:05:24 +01:00
Christoph Oelckers
326d0f5f76
- the new menu displays something.
2019-11-23 17:50:36 +01:00
Christoph Oelckers
f2fc3fc2cb
- WIP commit.
2019-11-23 12:38:38 +01:00
nukeykt
337dea13e6
Add FPS counter
2019-11-22 00:12:57 +01:00
nukeykt
5b50236d18
Fix movement issues when emulating old engine code
2019-11-22 00:10:35 +01:00
nukeykt
bef08f4442
Fix getflor/ceilingofslope_old
2019-11-22 00:10:31 +01:00
nukeykt
6b6ecaf0fa
Fix silly typo in cansee
2019-11-22 00:10:30 +01:00
nukeykt
708483ca78
wip
2019-11-21 22:59:46 +01:00
nukeykt
50349a6b3d
wip
...
# Conflicts:
# platform/Windows/exhumed.vcxproj
# platform/Windows/exhumed.vcxproj.filters
# source/build/include/build.h
# source/build/src/palette.cpp
2019-11-21 22:59:33 +01:00
Christoph Oelckers
5f9b57519a
- hooked up the menu code so that it can receive events.
...
Nothing pretty yet but a start is made.
2019-11-21 22:31:46 +01:00
Christoph Oelckers
2740913c60
- added a redirection hack for rotatesprite so that it can be transitionally used in the 2D drawer.
2019-11-21 19:30:27 +01:00
Christoph Oelckers
81ddf22d5d
- added ZDoom's menu system as a base to build a new menu on.
...
# Conflicts:
# source/CMakeLists.txt
# source/build/src/engine.cpp
2019-11-21 18:03:09 +01:00
Christoph Oelckers
caa450dcb9
- debugprintf
2019-11-20 20:07:33 +01:00
Christoph Oelckers
6d40c9202c
- deleted a batch of code from engine.cpp which is only needed for the assembly drawers.
2019-11-20 19:33:36 +01:00
Rachael Alexanderson
5002dd866c
- fix compile on vs2017, change pow2char to static
...
- include nullptr check for mapname in music.cpp
2019-11-13 16:40:08 -05:00
Christoph Oelckers
74ed8fd1d9
- added GZDoom's statistics code
...
Not hooked up yet.
2019-11-12 22:00:33 +01:00
Christoph Oelckers
022c074ece
- fixed brightmaps again - hopefully for real this time.
...
The lighting model being used here is not really good for implementing render effect.
2019-11-11 23:54:09 +01:00
Christoph Oelckers
79561ace09
- use the precalculated or script-specified fade colors, if present.
2019-11-10 21:11:17 +01:00
Christoph Oelckers
21ac5e87b5
- added blend table translucency estimation instead of using a lame default.
...
- draw fullscreen blends below the console.
- moved all mouse event processing out of the SDL backend to D_PostEvent.
- removed all remaining code for dealing with mouse buttons directly.
2019-11-10 15:15:14 +01:00
Christoph Oelckers
a1a9770b44
- reworked the FPS display to use ZDoom's fstat class to get rid of the microscopic font it used.
...
- changed time display for rendering to exclude VSync and playsim times to get more meaningful information.
2019-11-10 11:42:25 +01:00
Christoph Oelckers
cae710bd59
- fixed alpha threshold.
...
Not only is this a deprecated feature - it also does not work right when complex lighting is at play, it must be done in the shader to get proper results.
2019-11-10 10:01:31 +01:00
Christoph Oelckers
7e70c217fe
- fixed console event processing and added a texture memory calculator.
2019-11-09 23:58:26 +01:00
Christoph Oelckers
39df3d0560
- added 'logfile' CCMD.
2019-11-09 22:27:33 +01:00
Christoph Oelckers
2997bb6292
- the keybinding menu is finally working.
...
Obviously the existing menu implementation from Duke Nukem needs to be tossed out at some point, but at least the functionality is there again.
2019-11-09 22:22:51 +01:00
Christoph Oelckers
299f596afc
- Changed EDuke menu to receive all settings storage locations as CVARs.
...
With this out of the way the only part that needs a real replacement immediately is the keybinds menu.
2019-11-09 19:15:03 +01:00
Christoph Oelckers
0f74a5c3a4
- make the ImGui popup close on request.
2019-11-09 14:05:52 +01:00
Christoph Oelckers
fd4680c347
Merge commit '3061e3860cd212893e7d08a09223d4e9ad78b204' into Dear_ImGui
2019-11-09 13:42:59 +01:00
Christoph Oelckers
9aa275f996
- got rid of some editor-only code and the entire buildvfs header
...
Nearly all file write access now uses the FileWriter class, which is UTF-8-safe on all platforms - unlike stdio.
2019-11-08 02:02:54 +01:00
Christoph Oelckers
2d46827ecc
font
...
- Dear ImGUI test.
2019-11-07 20:32:49 +01:00
Christoph Oelckers
e4735fdff1
- dead code removal.
2019-11-07 00:49:19 +01:00
Christoph Oelckers
b6a3a60251
- console output is functional.
2019-11-06 23:40:10 +01:00
Christoph Oelckers
5d31119a49
- fixed the Shadow Warrior menu, but it doesn't do much good. The game appears to be thoroughly broken.
2019-11-06 19:22:14 +01:00
Christoph Oelckers
e87642e197
- cleaned out the remains of the savegame compression hacks
...
This broke the savegame reader which still assumed it was working on compressed data. Everything will now take the uncompressed path.
In-stream optional compression is not a good idea anyway, this can and should be done better.
Also: Why is the savegame format architecture dependent???
2019-11-06 01:01:16 +01:00
Christoph Oelckers
341ca9dd3a
- removed the EDuke revision data and replaced it with Demolition's own.
2019-11-05 20:48:34 +01:00
Christoph Oelckers
3a0b8364f7
- removed the OSD entirely.
2019-11-05 20:31:30 +01:00
Christoph Oelckers
8321bc6208
- removed most of the old OSD's hooks.
2019-11-05 20:25:57 +01:00
Christoph Oelckers
c46b22e52e
- more cleanup of obsolete OSD code.
2019-11-05 20:16:53 +01:00
Christoph Oelckers
a4483f131d
- Printf related cleanup.
2019-11-05 20:07:16 +01:00
Christoph Oelckers
d943fe036d
- added the ZDoom console and made all needed changes to get it compiled.
2019-11-05 19:57:48 +01:00
Christoph Oelckers
ffa16b2a53
- removed all command related code from the OSD.
...
None of this was used anymore.
2019-11-05 00:48:27 +01:00
Christoph Oelckers
e37cb782ca
- fixed dependency problems with OSD definitions being used in another header.
2019-11-05 00:39:00 +01:00
Christoph Oelckers
5b67d653ed
- removed the bind command set from the osdcmd files to make sure that they don't get called anympre. All input should be routed through the new console code now.
...
# Conflicts:
# source/blood/src/osdcmd.cpp
# source/build/src/osd.cpp
# source/common/console/c_cmdline.h
# source/common/console/c_dispatch.cpp
# source/common/console/c_dispatch.h
# source/duke3d/src/osdcmds.cpp
# source/rr/src/osdcmds.cpp
2019-11-05 00:22:42 +01:00
Christoph Oelckers
44f81ebd56
- let OSD_Dispatch forward everything to the ZDoom-based command dispatcher.
...
Essentially making the OSD a dumb terminal. :P
2019-11-05 00:12:20 +01:00
Christoph Oelckers
bbf0a73471
- input works again.
2019-11-04 20:29:07 +01:00
Christoph Oelckers
1ee4efebb0
- fixed compilation.
2019-11-04 17:58:18 +01:00
Christoph Oelckers
e7f4433df6
- consolidation of mouse code and obsolete code removal
2019-11-04 02:07:59 +01:00
Christoph Oelckers
0b6db7eede
- cleanup of baselayer.cpp
2019-11-04 01:18:38 +01:00
Christoph Oelckers
4bf6c306ab
- added handling for cleariung mouse wheel events
2019-11-04 01:07:34 +01:00
Christoph Oelckers
29b7e1cf79
- moved all mouse button handling to the input state
...
Yet again an unbelievable piece of code working around how input works on modern systems to keep the old 90's code alive.
2019-11-04 01:01:54 +01:00
Christoph Oelckers
b4f91de7d3
- major refactoring on the input code.
...
* moved the ASCII conversion hackery in SDLayer to a subfunction because this made things just messy.
* integrated the keyboard callback's functionality directly into inputState for consolidation purposes. This was yet another independent layer in the keyboard management.
* hook up D_PostEvent as the central place to dispatch keyboard input. This is now the only function that is getting called from the backend and a major prerequiside for swapping out the backend for GZDoom's.
Todo: Route mouse input through that, too.
2019-11-04 00:55:49 +01:00
Christoph Oelckers
b747df60ee
- moved all keyboard related code into the InputState class, so that looking for this stuff is easier.
...
Sadly there's 1ß00 lines of code using this...
2019-11-04 00:53:55 +01:00
Christoph Oelckers
01d5d51f13
- pass key events to the event queue.
2019-11-03 22:46:01 +01:00
Christoph Oelckers
eb049abc3a
- it compiles again (safety commit)
2019-11-03 20:24:50 +01:00
Christoph Oelckers
b179767d4a
- do not use the command line but the module filename to create the progdir path.
...
argv[0] is not guaranteed to contain anything usable and in cmd.exe it doesn't.
2019-11-03 13:39:42 +01:00
Christoph Oelckers
250fa0b847
- consolidation of exit and quit CCMDs.
2019-11-03 13:31:03 +01:00
Christoph Oelckers
3c7151810f
- made the game interfaces classes instead of function pointer lists because that is far better at error catching.
...
- fixed: Blood's monster flag is a 'have_monsters', not 'nomonsters' flag. As a result none were spawned.
2019-11-03 12:32:58 +01:00
Christoph Oelckers
e24b1e8903
- replaced all uses of xxhash with SuperFastHash.
...
That's one more third party dependency down.
Not only are two hashing algorithms redundant, there was also a large size discrepancy: SuperFastHash is 3 kb of source code while xxhash is 120kb and generally extremely awful code.
It was easy to make a choice here. None of the use cases require this kind of performance tweaking, the longest hashed block of data is a 768 byte palette.
2019-11-02 22:52:13 +01:00
Christoph Oelckers
7853a9db6c
- do not use EDuke32's savegame identifiers.
...
The engine may be incopatible already and the format will certainly change in the future.
2019-11-02 22:22:57 +01:00
Christoph Oelckers
3530c52264
- no need to have 2 CRC32 implementations.
...
Just let Bcrc32 point to zlib instead of having its own implementation.
2019-11-02 22:10:53 +01:00
Christoph Oelckers
768a75b712
- fixed video startup.
...
Make sure that SDL is initialized as the first thing and that the validmodecnt variable does not get cleared
2019-11-02 17:26:40 +01:00
Christoph Oelckers
e4ecc5d8df
- some reshuffling on OSD code.
...
* moved the binding commands to osd.cpp. They were in the global namespace already and this way everything to be tossed out is in the same place when the time comes.
* removed support for the OSDs native CVARs. The only ones left were some internal ones I won't need until this code can be replaced.
* same for the custpmization code the games added. Duke Nukem was the only one anyway to have a decent font for it.
2019-11-02 14:25:35 +01:00
Christoph Oelckers
8fb54b51c3
- rewrote the screenshot code to use m_png as its backend.
...
Mainly to finally get rid of kplib. There's really no use to keep such code around if alternatives are already present.
2019-11-02 12:59:59 +01:00
Christoph Oelckers
1d7bfe14dc
- removed kplib's compression code.
...
Its only use in savegames has already been disabled in favor of a format restructuring.
2019-11-02 11:29:23 +01:00
Christoph Oelckers
ab28697c18
- undid the very pointless pow2char (de)optimization by substituting the real array with an empty struct containing an inlined [] operator.
...
I think this shows a fundamental misunderstanding of what constexpr means, even when declared as such it requires a constant argument to be treated as a constant.
But since nearly all uses of this were not using constants, the compiler was emitting actual memory accesses to the array each time this was used.
2019-11-02 10:45:41 +01:00
Christoph Oelckers
fca3c2f5b5
- removed the directory scan code from compat.cpp.
...
It is only used by the user map menus which I had to disable already and on top of that is blissfully incapable of dealing with Unicode.
2019-11-02 10:39:31 +01:00
Christoph Oelckers
c54ae1be83
- removed the remaining parts of cache1d. The only thing left is the dummy cacheAllocateBlock function that needs to stick around until a working cache is present.
...
- disabled the user maps menu because it is hopelessly dependent on functionality that cannot be fixed. Better wait until the menu refactor to do it right - it'd be a waste of time fixing the current menus.
2019-11-02 01:30:21 +01:00
Christoph Oelckers
1149b4f4aa
- various fixes and improvements related to file location management:
...
* saving of demos and savegames no longer mindlessly writes to the mod directory. All such access is now being rerouted through the special paths interface so that the game data can reside in write protected locations.
* refactored all occurences of klistpath except fnlist_getnames.
* do not allow CON scripts to write to arbitrary files. This is a massive exploit and can be used to cause real damage if someone knows how to play this thing - it's far easier than people may think! It will now write any such data to a special section in the main config which is safe and cannot be manipulated to write to random locations on the hard drive.
2019-11-02 00:38:30 +01:00
Christoph Oelckers
cfca8060ba
- gutted cache1d. The old file system is gone, excepr for klistpath, which still gets used in a few places.
...
- consolidated the 3 identical S_OpenAudio implementations. The replacement code is disabled for the time being because it needs a rewrite. The replacement logic is uses is a bit too volatile.
- removed the old GRP scan code.
2019-11-01 22:17:15 +01:00
Christoph Oelckers
2d7c0e26d2
- cleanup of the old file system initialization.
...
The real fun part is yet to come, i.e. removing the remaining dependencies on the old file system code.
2019-11-01 19:25:42 +01:00
Christoph Oelckers
39bfd64fe9
- a bit more cleanup in app_init.
2019-11-01 08:24:10 +01:00
Christoph Oelckers
6c5d9c3507
- moved the net init code out of the game frontends to avoid having to call atexit for their deinit function.
...
When doing this during startup it can be done by regular cleanup measures.
This also moves two larger chunks of networking code out of game.cpp.
Nevertheless, the fact that enet is a very dirty library which directly depends on Windows types is a big problem because it bleeds Windows definitions everywhere thanks to poor abstraction in all relevant layers.
2019-11-01 07:26:49 +01:00
Christoph Oelckers
67acad3984
- startup cleanup.
2019-11-01 00:32:56 +01:00
Christoph Oelckers
57f879fa8b
- moved the startup dialog out of the game front ends, now that there is a global cross-game list of playable configurations.
2019-10-31 23:25:21 +01:00
Christoph Oelckers
c6753a3fec
- tested and fixed game list loader.
2019-10-31 00:41:56 +01:00
Christoph Oelckers
2a7beeff69
- cleaned out some chunks of unused or useless code, most importantly the Build cache which was only used by the sound code for permanently loading the data into memory.
2019-10-30 21:51:04 +01:00
Christoph Oelckers
5b1036093c
- fixed startup.
2019-10-30 19:55:03 +01:00
hendricks266
dcba445f4e
SW: Fix file loading and init sequence
...
git-svn-id: https://svn.eduke32.com/eduke32@8269 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/common.cpp
# source/duke3d/src/game.cpp
# source/sw/src/common.cpp
# source/sw/src/common_game.h
# source/sw/src/game.cpp
# source/sw/src/jnstub.cpp
2019-10-30 18:38:43 +01:00
hendricks266
797c79d4a5
Move registry reading to engine
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git-svn-id: https://svn.eduke32.com/eduke32@8268 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/common.cpp
2019-10-30 18:27:40 +01:00
hendricks266
9b21fe0c28
Move VDF parsing to engine
...
git-svn-id: https://svn.eduke32.com/eduke32@8267 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/common.h
# source/duke3d/src/common.cpp
2019-10-30 18:15:00 +01:00
Christoph Oelckers
ac87665972
- use std::filesystem for directory traversal.
...
So far implemented for scanning search paths
2019-10-29 19:53:46 +01:00
Christoph Oelckers
762f174743
- moved the command line parser out of the game frontends.
...
Some part are not done yet, and the file system data is currently ignored - there's no way to properly set this up with the file system code Build came with.
2019-10-28 22:19:50 +01:00
Christoph Oelckers
f8203ac766
- fixed the compile errors and consolidated the key binding CCMDs.
2019-10-28 06:47:49 +01:00
Christoph Oelckers
e7f75cbf4d
WIP
2019-10-28 01:12:31 +01:00
Christoph Oelckers
c0d5ca8ab8
- Config work almost done.
...
The only thing still referencing the old config file is Shadow Warrior's config read function.
2019-10-27 13:40:24 +01:00
Christoph Oelckers
038c1ba4ba
- more CVARs.
2019-10-27 09:53:09 +01:00
Christoph Oelckers
4b5ec2aabb
- transitioned the combat macros to the new config and made them independent for all games, so that everything can use the original text. (But considering that they are a multiplayer feature I'm not sure how much that is worth.)
...
- sort the config output alphabetically.
- do not use [=] as key names for the bindings.
2019-10-27 08:14:58 +01:00
Christoph Oelckers
db1a9a9363
- the config finally get saved.
...
Still with a few errors, though.
2019-10-26 20:47:37 +02:00
ny00123
731671c401
Make the secondary backslash key of the standard 102-keys PC keyboard layout, also known as a "less than" key, usable. This is the key generally sitting in-between the left shift and Z keys, for the 102-keys QWERTY layout.
...
git-svn-id: https://svn.eduke32.com/eduke32@8265 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-26 19:29:13 +02:00
Christoph Oelckers
f53c9f6947
- save stuff to the new config.
2019-10-26 19:24:46 +02:00
Christoph Oelckers
cd47582632
- disabled the settings.cfg console script so that the newly added config code can take over its duties.
...
- write the console log to the folder returned by M_GetDocumentsPath and not to the root game directory.
- removed G_ExtPreInit because it has become redundant. The search path setup will have to be redone anyway.
2019-10-26 13:41:42 +02:00
Christoph Oelckers
1e0d49f947
- game starts again.
2019-10-26 13:16:32 +02:00
Christoph Oelckers
1c29169492
-perform a proper exit, i.e. make sure that the deinit code can run, by throwing a special exception and actually catching it in the main function.
2019-10-26 10:30:08 +02:00
Christoph Oelckers
0d878a8604
- some needed cleanup on the control code before testing can start.
2019-10-26 10:16:39 +02:00
Christoph Oelckers
5cf5c74695
- let kopenFileReader have a look into demolition.pk3 if nothing else is found.
...
This should help as long as the old resource management is still in place.
2019-10-25 02:01:52 +02:00
Christoph Oelckers
8730ce552b
- make things compile again.
...
Let's hope it still works...
2019-10-24 20:28:46 +02:00
nukeykt
e6f53f7c30
Resolve merge issues
...
# Conflicts:
# GNUmakefile
# platform/Windows/eduke32.sln
# platform/Windows/props/build_common.props
# source/audiolib/include/music.h
# source/blood/src/blood.cpp
# source/blood/src/gui.cpp
# source/blood/src/mapedit.cpp
# source/blood/src/sound.cpp
# source/build/include/vfs.h
# source/build/src/vfs.cpp
2019-10-24 19:48:11 +02:00
Christoph Oelckers
966751b7e8
- added GZDoom's font code and some dependencies.
2019-10-24 01:20:58 +02:00
Christoph Oelckers
20df360778
- converted the Polymost CVARs.
2019-10-23 21:11:37 +02:00
Szilárd Biró
c419fae31b
Fix compiling without OpenGL
2019-10-23 18:37:56 +02:00
Christoph Oelckers
21d90fd08b
- fixed compilation.
2019-10-23 18:36:48 +02:00
Christoph Oelckers
63f020996e
- a few more CVARs
2019-10-23 01:30:43 +02:00
Christoph Oelckers
e5aa6c5df0
- refactored the HUD scaling into something manageable.
...
Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.
2019-10-22 23:31:46 +02:00
Christoph Oelckers
30e9eed1b3
- the next CVAR, cl_autoaim
2019-10-22 00:05:21 +02:00
Christoph Oelckers
f7b9fb92c1
- added back ZDoom's CVAR code and hooked into the OSD.
...
This has the distinct advantage, aside from much cleaner coding, that it can interoperate with the gameconfigfile class.
2019-10-21 22:39:26 +02:00
terminx
91dac5c73a
I swear, the amount of trivial differences between toolchain setups drives me up the wall sometimes
...
git-svn-id: https://svn.eduke32.com/eduke32@8247 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-21 19:37:14 +02:00
terminx
b2421887a1
Use stat() instead of fopen() to detect existing files when saving screenshots
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git-svn-id: https://svn.eduke32.com/eduke32@8246 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-21 19:37:13 +02:00
Christoph Oelckers
72b87e5bd7
- fixed compilation.
2019-10-21 19:36:54 +02:00
Christoph Oelckers
8c7590e161
- refactored most of the remaining calls to kopen4load
2019-10-21 17:16:08 +02:00
Christoph Oelckers
0c4ffdea43
- do not use the cache for loading voxel data
...
This stuff is software rendering only so should be made optional anyway.
But aside from that it was the last non-sound data, being loaded into the cache.
With this gone the sound cache can be redone as a dedicated object and the atrocious cache1d implementation be tossed out.
2019-10-21 01:17:26 +02:00
Christoph Oelckers
5333f6adc1
- refactored a few more - simple stuff but lots of lines.
2019-10-21 00:13:17 +02:00
Christoph Oelckers
d3c2d8e96f
- refactored file access in the movie player.
2019-10-20 22:48:21 +02:00
Christoph Oelckers
449a5a4717
- refactoring of palette loader.
2019-10-20 22:26:53 +02:00
Christoph Oelckers
6e7db1b63a
- refactored file access in RR frontend's sound code.
2019-10-20 21:56:13 +02:00
terminx
69a3f9e884
Band-aid fix for Duke3d E4L4 map "corruption"
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The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches.
Yeah, OK, it never picks the one that matches.
The area is a total clusterfuck.
git-svn-id: https://svn.eduke32.com/eduke32@8241 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:48 +02:00
Christoph Oelckers
2be5727137
- refactored all file reading in the savegame code to the FileReader interface.
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In this case a different open function is used because this is normally files on the hard drive and not assets, so being able to have a different setup for finding them is important.
2019-10-20 21:04:55 +02:00
Christoph Oelckers
7cacb7203f
- refactored all file access in SW frontend to use the FileReader variant and added a few utilities to avoid opening handles.
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Because use of the handle API needs to be eliminated before a functioning resource management can be plugged in here.
2019-10-20 20:08:17 +02:00
Christoph Oelckers
75205ca69c
- do not throw exceptions to exit without proper handling.
2019-10-20 11:28:16 +02:00
Christoph Oelckers
489170b12c
- fixed compilation again.
2019-10-20 10:52:38 +02:00
terminx
ba02bbaf67
Add #pragma once to debugbreak.h and remove it from separate inclusion in a couple of translation units as we're including it directly in compat.h now
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git-svn-id: https://svn.eduke32.com/eduke32@8192 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/sdlayer.cpp
# source/duke3d/src/gamedef.cpp
2019-10-20 10:45:48 +02:00
terminx
d7f779eaec
Use EXIT_FAILURE and EXIT_SUCCESS from stdlib.h when calling exit()
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git-svn-id: https://svn.eduke32.com/eduke32@8190 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/build.cpp
# source/build/src/polymost.cpp
# source/build/src/tiles.cpp
# source/duke3d/src/astub.cpp
2019-10-20 10:45:48 +02:00
Christoph Oelckers
2316957026
- made things compile again after updating enet. Also removed the redundant dumb and game_music_emu libraries which just got imported by accident when using other things from GZDoom.
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Note: enet uses 'malloc' and 'free' as field names in a struct - this does not work with any compiler using some sort of heap instrumentation that #defines these names!
This had to be changed to allow MSVC debug builds to compile again.
2019-10-20 09:16:01 +02:00
terminx
63713002b3
Swap out our old deprecated version of ENet for a single-file header-based fork, including features like IPv6 support
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git-svn-id: https://svn.eduke32.com/eduke32@8175 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# GNUmakefile
# libraries/enet/LICENSE
# libraries/enet/callbacks.c
# libraries/enet/compress.c
# libraries/enet/enet/callbacks.h
# libraries/enet/enet/enet.h
# libraries/enet/enet/list.h
# libraries/enet/enet/protocol.h
# libraries/enet/enet/time.h
# libraries/enet/enet/types.h
# libraries/enet/enet/unix.h
# libraries/enet/enet/utility.h
# libraries/enet/enet/win32.h
# libraries/enet/host.c
# libraries/enet/list.c
# libraries/enet/packet.c
# libraries/enet/peer.c
# libraries/enet/protocol.c
# libraries/enet/unix.c
# libraries/enet/win32.c
# platform/Windows/build.vcxproj
# platform/Windows/build.vcxproj.filters
# platform/Windows/eduke32.sln
# platform/Windows/eduke32.vcxproj
# source/duke3d/src/player.cpp
2019-10-20 08:43:36 +02:00
terminx
1667d4dd87
This is useless
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git-svn-id: https://svn.eduke32.com/eduke32@8170 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:31:49 +02:00
terminx
8b43ed5777
Rename timerUpdate() and timerGetRate() to timerUpdateClock() and timerGetClockRate(), because they both only apply to totalclock
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git-svn-id: https://svn.eduke32.com/eduke32@8169 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/timer.cpp
# source/build/src/winlayer.cpp
2019-10-20 08:31:26 +02:00
terminx
91fde580ce
Use nanosleep instead of usleep
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git-svn-id: https://svn.eduke32.com/eduke32@8168 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:29:25 +02:00
terminx
8e088f6659
Equivalent to jfbuild commit b6a666745cea21c6f8193b046bcdd0636fb7c166
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git-svn-id: https://svn.eduke32.com/eduke32@8158 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:17:35 +02:00
terminx
0270cc2df5
SDL_free() is not for pointers to SDL_RWops structures...
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git-svn-id: https://svn.eduke32.com/eduke32@8151 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:16:02 +02:00
terminx
c86af959b9
Add optional duration parameter to idle()
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git-svn-id: https://svn.eduke32.com/eduke32@8149 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/winlayer.h
2019-10-20 08:13:22 +02:00
Christoph Oelckers
e5ddb28a2b
- renamed texcache.cpp and moved it to its proper place.
...
The old content no longer exists, this is entirely backend code now.
2019-10-20 08:04:54 +02:00
Christoph Oelckers
f29dd6c495
- include cleanup
2019-10-20 08:02:45 +02:00
Christoph Oelckers
efcf447398
- moved newly added file to its proper place.
2019-10-20 07:51:35 +02:00
terminx
4dfae31900
Update xxHash to git commit cd0f5c22095c49c35104dca86620322801f14893
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git-svn-id: https://svn.eduke32.com/eduke32@8142 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# platform/Windows/build.vcxproj
# platform/Windows/build.vcxproj.filters
2019-10-20 07:50:30 +02:00
terminx
70171ea341
Use timerGetHiTicks() instead of timerGetTicks() for timing in osdfunc_fileinfo()
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git-svn-id: https://svn.eduke32.com/eduke32@8141 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:16 +02:00
terminx
4c4ffa80b4
Use tabledivide64() in timerUpdate()
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git-svn-id: https://svn.eduke32.com/eduke32@8136 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:02 +02:00
Christoph Oelckers
85d377647a
- tweaked the fade ramp a bit.
...
For Duke Nukem and its direct offspring (Nam, WW2GI and Redneck Rampage) the ramp is not a linear fade from 0 to 1, it needs to be a little darker than that.
Unfortunately the proper factor needed here must be set manually, this cannot really be calculated from the lookup tables.
2019-10-20 01:14:48 +02:00
Christoph Oelckers
abaa1d19ee
- fixed some bad setup in SetTextureInternal.
2019-10-20 00:31:27 +02:00
Christoph Oelckers
bb4a19cf3a
- added a few more texture formats to FHardwareTexture.
...
For brightmaps we do not need full RGBA8 data with mipmaps - RGBA2 without mipmaps is fully sufficient here and will save a lot of video memory.
2019-10-19 23:14:36 +02:00
Christoph Oelckers
7d2f61db2e
- converted all boolean parameters of the shader into a single flag word.
...
- discarded the idea of transient palettes because the maintenance here stood in no relation to the savingd.
2019-10-19 22:46:37 +02:00